Shadow Glade Arcanist: Male shadar-kai Wizard 10; CR 11; Medium fey (extraplanar); HD 3d6+3 plus 10d4+10; hp 48; Init +9; Spd 30 ft.; AC 19, touch 17, flat-footed 14; Base Atk +6; Grp +6; Atk +12 melee (2d4+1, +1 spiked chain); Fuill Atk +12/+7 melee (2d4+1, +1 spiked chain); SA sneak attack +1d6; SQ hide in plain sight, shadow curse, summon familiar, superior low-light vision, wild empathy; AL NE; SV Fort +10, Ref +18, Will +16; Str 10, Dex 20, Con 13, Int 20, Wis 12, Cha 8.
Skills and Feats: Balance +11, Concentration +17, Hide +11, Knowledge (arcana) +15, Knowledge (nature) +12, Knowledge (the planes) +15, Listen +9, Move Silently +11, Search +11, Spellcraft +21, Spot +9, Survival +7; Alertness, Empower Spell, Exotic Weapon Proficiency (spiked chain), Greater Spell Penetration, Improved Initiative, Scribe Scroll, Silent Spell, Spell Penetration, Weapon Finesse.
Hide in Plain Sight (Su): A shadow glade scout can use the Hide skill even while being observed. As long as he is not illuminated by natural daylight, the daylight spell, or a similar magical light, he can hide himself from view in the open without having anything to actually hide behind.
Shadow Curse (Su): While within the limits of the Shadow Glade, a shadow glade arcanist does not suffer the effects of the shadow curse. See the Fiend Folio for more information on the shadow curse.
Summon Familiar: The shadow glade arcanist can summon an owl familiar. Such familiars typically scout the forest around the Glade of Shadows, but they do not take part in combat.
Superior Low-Light Vision (Ex): A shadow glade arcanist has extraordinary vision in low-light conditions. He can see four times as far as a human in low-light conditions.
Wizard Spells Prepared (4/6/5/4/4/3; save DC 15 + spell level): 0 -- dancing lights, detect magic, ghost sound, mage hand; 1st -- disguise self, mage armor, magic missile (2), ray of enfeeblement, shield; 2nd -- cat's grace, invisibility, scorching ray, spider climb, web; 3rd -- dispel magic, fly, lightning bolt (2); 4th -- charm monster, Evard's black tentacles, greater invisibility, summon monster IV; 5th -- cloudkill, dominate person, teleport.
Spellbook: 0 -- acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue; 1st -- alarm, disguise self, identify, mage armor, magic missile, ray of enfeeblement, shield; 2nd -- cat's grace, invisibility, knock, scorching ray, spider climb, web, whispering wind; 3rd -- dispel magic, fly, hold person, lightning bolt, phantom steed; 4th -- animate dead, charm monster, Evard's black tentacles, greater invisibility, summon monster IV; 5th -- cloudkill, dominate person, Mordenkainen's private sanctum, teleport.
Skills: *Shadar-kai have a +10 racial bonus on Hide checks made in dark or shadowy conditions (anything other than daylight or the area of a daylight spell).
Possessions: +1 spiked chain, potions of cure moderate wounds (2), ring of protection +2, wand of magic missiles (5th level, 50 charges), amulet of natural armor +2, circlet of Intelligence +2, cloak of resistance +4, elemental gem (earth), 75 gp.
Notes: One of the arcanists casts Mordenainen's private sanctum on the heart of the glade each day and therefore has one less 5th-level spell available.